Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

Realish Weapons & Armor
169 Comments
BeansBerg 6 Aug @ 5:58pm 
I am going to reinstall after the main story to make the side quest more fun, but at the moment it makes the a few of the main quest a very difficult, when put up against more than 4 enemies.
BeansBerg 6 Aug @ 5:53pm 
Far warning if you have this and come across like 8 enemies at once like a Cuman camp or a quest. The reduction in all weapon damage does add a significant challenge.
Magul 28 Jul @ 8:10am 
No this mod changes vanilla armors and weapons stats
灵能罐头 28 Jul @ 7:09am 
Can this mod work with mods that add other armors?
Brötchenmann 26 Jul @ 5:34am 
Must have Mod, made Combat in Endgame/General so much more Fun.
TheSauceGuy 18 Jul @ 2:27pm 
Alright, thank you.
Actalo  [author] 18 Jul @ 1:01pm 
This mod has a pretty significant effect on combat, it's not subtle at all. The Nexus version has a lot of documentation explain how, but again, combat is 'bigly' different. That said, it's not necessary to use this mod with my other mods. All Realish mods are designed to work together, but are also fine to use in any combination. Maybe one day I'll incorporate other mods into its values, but it's unlikely due to the amount of work that would entail - so if you don't want to use this mod in favor of adding new armor and weapons, the other Realish mods will be fine.
TheSauceGuy 17 Jul @ 5:44pm 
How much of a difference would you say this mod makes when used with all of your other realish mods relating to combat? I'd like to use mods that add some weapons and armor (primarily armor), but the stat differences make it feel like I'm cheating if I use them. If this mod doesn't DRASTICALLY change the feel of combat that much, then I'd consider prioritizing new gear mods over this one, while keeping the rest of your realish mods installed.
wolfe374171 13 Jul @ 4:07pm 
No problem, happy to help! :steamthumbsup:
Actalo  [author] 13 Jul @ 7:32am 
That's a fair point and for its next update, I'll try and keep that in mind. Thanks for bringing it to my attention.
wolfe374171 13 Jul @ 2:52am 
Hey, considering the executioner's axe has an extended pointy ended blade, shouldn't it have a bit more stab damage than the flat topped axes?
Actalo  [author] 5 Jul @ 9:45am 
That's not how people generally install mods. It's all or nothing. I have no plans to update the mod currently, but when and if I do, I'll take a look at the training weapons to see if I want to downscale them further.
Iron Maid 5 Jul @ 9:33am 
If so, it could be easily avoided by installing it after the tutorial.
Actalo  [author] 5 Jul @ 9:26am 
Possibly; however, it may break the tutorial with Hans, since both Henry and Hans are wearing plate, fighting with wooden swords.
Iron Maid 5 Jul @ 7:37am 
Hi, really enjoying your mod, great work!
The one thing that is bugging me not just in you're mod but also in vanilla is that practise fights are over after 4/5 hits.
Is there a way to mod this so they last like 10 times longer, maybe by reducing damage of all practise/wooden weapons?
RAIDER216 4 Jul @ 10:28pm 
Does this work fine with Silver Lys Gear? Wanna use this mod, but love the cool ass looking gear Silver Lys provides.
Actalo  [author] 4 Jul @ 9:24am 
While I do incorporate some RPG'ish into the mod's scaling, the intention of the mod is to approximate realism. And by realism, I mean reflecting real-world weapon values in relation to others. That said, the crossbows in the game are fantastically more powerful than they should be, and even in this mod, they are still too powerful compared to war bows. So no, I have no plans to buff crossbows.
Wilhelm Müller 3 Jul @ 11:27pm 
Can u buff crossbows? They feel incredibly weak compared to bows imo. A piercing bolt from a T3 field crossbow does 97 blunt damage compared to a longbow with a piercing arrow does 130. there's no point in even using a crossbow now cause bows are quicker too.
TheSauceGuy 2 Jul @ 9:43pm 
Okay, thank you; that's completely understandable. So, at least at the moment, the only possible way would be coordinating with said mod authors to have alternate versions of their mods that work with this. I can imagine that that would take a lot of time and a ton of work lol.
Actalo  [author] 29 Jun @ 8:46pm 
Unfortunately, that's just not feasible. There are hundreds of new weapons and armors added by mods. Mod authors have complete control over the defense/damage values of their added armor/weapons. Most will scale their items according to their own personal preference and/or in relative similarity to default KCD2 items.
TheSauceGuy 29 Jun @ 8:10pm 
Would you ever consider applying some of the stat changes to weapons/armors from mods? At the moment, I'm looking at weapons from the KCD1 Weapons Return mod, and they're just all better than what I currently have, although they have higher requirements. I'm not entirely sure how it works, but could there be some default reduced state for added weapons/armors that makes them more balanced with your mod? Does the game classify them in a way that would even permit this?
Actalo  [author] 17 Jun @ 10:30pm 
@Itz_MAGp13__

Yes, but you'll need to edit a file called body_part, specifically the damage coefficient for "head". KCD2 default is 1.5, my mod is 2.75. With my mod, 'one-shotting' with a melee weapon depends on the melee weapon and Henry's stats. Most T4 Longswords and T3 Polearms can one-shot if your stats are 15+.

This mod is also designed to be used with my mod Realish Enemies, which makes most enemies flee or surrender when severely wounded and alone, or no longer confident in winning vs Henry.
Itz_MAGp13__ 17 Jun @ 7:52pm 
is there a way to make unarmoured people concede/die in 1 headshot? I'm so sick of being challenged by someone with no helmet, and having to hit them square in the forehead more than once with a sword. maybe ive just rushed the main story too much and didn't level enough, regardless its immersion breaking....
Wolfe Andedare 31 May @ 9:26pm 
I am actually using both of those already I like them as well.

I wanted to have other weapon mods here on the workshop to add more variety to my weapon, but since your mods work on the games base weapons only (I know and understand why) I cannot add any other weapon or armors to the game.

I understand find all the weapon codes and alter them as well so I am now trying to figure out exactly what I want to do for my first hardcore game. Its tough to find all the right mods to put together to get the most from my experience. I like difficulty and dislike cheat or cheesy mods. (I already feel like the game is way too easy in some aspects especially with the leveling mechanics) I am using a mod the reduces all incoming EXP by 50% at low levels up to 95% at top levels.

Long story short I am trying to decide just what mods I want to add to make my first hardcore experience difficult (but not unplayable) with the most variety in possible equipment and items to be used in immersive ways.
Actalo  [author] 31 May @ 9:08pm 
All my mods were designed to improve the game based on how I thought it should be improved. Therefore, yes, I think my mods are enjoyable. As far as others, well, I have about 100 mods running in KCD2. Here's two of my favorites:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3443992200
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3444198076
Wolfe Andedare 31 May @ 8:29pm 
I am considering starting a new hardcore game in which I add all your realish mods. Can you tell me will this make the game more enjoyable for someone who wants real difficulty in their game?Also can you suggest other mods that will also help to make the game enjoyable while working well with your mods list while not breaking any of the mechanics to make the game unplayable and help to make the game feel like I have to truly earn the victories that I achieve?
Actalo  [author] 30 May @ 6:34am 
Yes. There are Change Notes.
mreledil 30 May @ 4:04am 
Recent patch changed some values for the items from the Kuttenberg making the game more difficult. Has there been any changes to the mod to as well?
Actalo  [author] 29 May @ 9:33pm 
From RWA files:

<MeleeWeapon Attack="54" AttackModStab="0.05" AttackModSlash="1" AttackModSmash="0.5" MaxStatus="65" StrReq="14" AgiReq="5" Defense="65" Id="c25fc705-c957-4c9a-a831-0f112e3b148d" Name="kovaniPoklad_adornedAxe" Weight="2.5"/>
Wolfe Andedare 28 May @ 6:23pm 
It is a normal part of the game but Now The Adorned has a strength of 144 average when every other Ax and mace of that area of the game has a max of 53.
Wolfe Andedare 28 May @ 6:22pm 
Really sad you didn't include the adorned ax "Silver Ax" In the realistic nerf cause now it is so OP to everyone and everything I cannot use it as part of my normal progression or it sucks the fun right out of the game lol.
Actalo  [author] 27 May @ 7:38pm 
No.
Tokuda Sex 27 May @ 5:35pm 
is this compatible with Weapon Balance OverHaul?
Actalo  [author] 24 May @ 8:23am 
That bow is supposed to be the "Master Hunting Bow", the best hunting bow in the game. However, it had a power of 100. So I changed it according to its description. Now WH has decided to change its name and description to "Ash Village Bow". I may change it eventually, next update. But not now.
Magul 24 May @ 8:08am 
i found it in canker camp mision
Actalo  [author] 24 May @ 7:54am 
Maybe it's a Localization issue with your game, how things are written in your language. I dunno, but no "village bows" are 200 power in my mod.
Actalo  [author] 24 May @ 7:51am 
There's only two Ash bows my mod covers:
Ash Longbow: 225 Power
Ash Hunting Bow: 160 Power.
Magul 24 May @ 7:43am 
facton autority*
Magul 24 May @ 7:43am 
i don't have other weapons mod. I only have this mod and your other mod - attack speed mod. Maybe realistic faction overhaul or faction autorithi influence somehow. Or it's due to update [btw sorry for my English].
Actalo  [author] 24 May @ 7:03am 
"how this is possible that ash village bow has 200 power?"

That's not my mod.
Magul 24 May @ 5:03am 
how this is possible that ash village bow has 200 power
xd
Magul 24 May @ 4:55am 
Have you increased arrow and bolt's damage to or its due the kcd2 update?
Actalo  [author] 19 May @ 9:37pm 
Possible, but unlikely.
Maddy 19 May @ 2:41pm 
I Dont really know if its your Mod but Since the Update today I've been getting Crashes when I got None before?
Magul 13 May @ 6:31am 
Yes, this won't ruin your game
Knight Dragon 13 May @ 4:45am 
Well then, i'll give it a try. I can install it mid-game, yeah?
Actalo  [author] 12 May @ 12:52pm 
The Pistol or Hookgun with a lead ball will one-shot most enemies, on full stamina. Even those with top tier plate armor will lose significant health.
Knight Dragon 12 May @ 12:02pm 
"That weak" is equal to "this much weak". I totally remember this english construction right (it's not my native language)
Actalo  [author] 12 May @ 11:56am 
Dunno what "that weak" means... I'm pretty happy with projectile and melee damage right now so I won't be making changes to the mod, any time soon.
Knight Dragon 12 May @ 11:19am 
Realistically speaking, handcannons were actaully very dangerous for knights on close distance, were basically very deadly for everyone, that's one of the reasons why armies started massively using firearms and developing new weapon types. FOR THE CONTEXT, plate armor of XV century was usually 2 mm thick. Of course, that thickness is not very enough to protect against lead ball at close distance. I don't think it's fair to make handcannons that weak against plate armor